A small AI-assisted game build — exploring how far a same-day prototype can go when generation handles the mechanics and I focus on feel and pacing.
I wanted to test a hunch: if generation handles the mechanical scaffolding, collision, and scoring, could I spend more of my time on the things that actually make a game fun and feel good? Cube Runner is a simple dodge game where the obstacle course was generated and tuned iteratively, freeing me up to focus on pacing, difficulty ramp, and the moment-to-moment feel of controls.
Generated code gets the mechanics working fast, but "feel" is still a hands-on tuning problem — speed curves, hit boxes, and camera easing needed constant playtesting and manual adjustment to actually feel fun.
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